Kaidon Jorn

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Everything posted by Kaidon Jorn

    1. djh269

      djh269

      It took me a while into the video to deduce the right handed lightsaber was HOTG haha. 

      But I dig the effects the Saber makes. And the icons!!

    2. Kaidon Jorn
    3. AmanoJyaku

      AmanoJyaku

      Those sabers are so high-quality they make the rest of the scene look bad! 🤣

    4. Show next comments  27 more
  1. So how do you make a new lightsaber power crystal for K1?? 

    Where do the effects for the item actually come from? a 2da?

     

    1. N-DReW25

      N-DReW25

      The Lightsaber itself, it might be best to study other K1 upgradeable items like the Prototype Sword to get the hang of it.

       

      Go to a Lightsaber uti in Kotor Tool, go to Properties, make a new effect using the Item Property Editor and on the bottom right corner is "Upgrade required to activate".

      Add your new crystal as a new line in upgrade.2da and if you place this in your Override folder (with your new crystal) and have the "Look up Game's Override folder for 2DA files" set then your new crystal will be ready for you to add to your Lightsaber.

    2. Kaidon Jorn

      Kaidon Jorn

      Yup. Just figured that out. It's one of those things I knew way back when, but since forgot about. 

      Thanks.

      So in order to have those properties for any saber once the crystal is set in it, you have to do that for every saber uti, right?

      Right. Yes. Ok. Got it. LOL

  2. Ok that works well. But.... *smh* I'm an idiot. I forgot I put a feat required on that saber. So I'm also giving the npc that feat. (dueling). Really appreciate the expertise and advise, DP.
  3. Like this? #include "k_inc_generic" void GoHostile() { ChangeToStandardFaction(OBJECT_SELF, STANDARD_FACTION_HOSTILE_1); DelayCommand(1.0, GN_DetermineCombatRound()); } void main() { object oDarkJedi02 = GetObjectByTag("tat17_darkjedi02", 0); object oDarkJedi03 = GetObjectByTag("tat17_darkjedi03", 0); object oShortsbr1 = GetItemPossessedBy(oDarkJedi02, "g_w_shortsbr02"); object oShortsbr2 = GetItemPossessedBy(oDarkJedi02, "g_w_shortsbr05"); AssignCommand(oDarkJedi02, ActionUnequipItem(oShortsbr1, TRUE); AssignCommand(oDarkJedi02, ActionUnequipItem(oShortsbr2, TRUE); AssignCommand(oDarkJedi02, ActionEquipItem(CreateItemOnObject("duel_lghtsbr_159", oDarkJedi02), INVENTORY_SLOT_RIGHTWEAPON, FALSE)); AssignCommand(oDarkJedi02, ActionEquipItem(CreateItemOnObject("duel_lghtsbr_159", oDarkJedi02), INVENTORY_SLOT_LEFTWEAPON, FALSE)); ActionDoCommand(GoHostile()); AssignCommand(oDarkJedi02, ActionDoCommand(GoHostile())); AssignCommand(oDarkJedi03, ActionDoCommand(GoHostile())); } I returned the .utc to normal
  4. Welp, it's those 3 dark jedi that are waiting for you behind the wall in Anchorhead. The guy with the short sabers (i hate short sabers) is getting a pair of curved dueling sabers. lol. So would this work? #include "k_inc_generic" void main() { object oDarkJedi02 = GetObjectByTag("tat17_darkjedi02", 0); object oDarkJedi03 = GetObjectByTag("tat17_darkjedi03", 0); object oSaber = GetItemPossessedBy(oDarkJedi02, "duel_lghtsbr_159"); object oSaber2 = GetItemPossessedBy(oDarkJedi02, "duel_lghtsbr_159"); AssignCommand(oDarkJedi02, ActionEquipItem(oSaber, INVENTORY_SLOT_RIGHTWEAPON))); AssignCommand(oDarkJedi02, ActionEquipItem(oSaber2, INVENTORY_SLOT_LEFTWEAPON))); ChangeToStandardFaction(oDarkJedi02, STANDARD_FACTION_HOSTILE_1); ChangeToStandardFaction(oDarkJedi03, STANDARD_FACTION_HOSTILE_1); ChangeToStandardFaction(OBJECT_SELF, STANDARD_FACTION_HOSTILE_1); AssignCommand(oDarkJedi02, DelayCommand(1.0, GN_DetermineCombatRound())); AssignCommand(oDarkJedi03, DelayCommand(1.0, GN_DetermineCombatRound())); DelayCommand(1.0, GN_DetermineCombatRound()); } Just lookin at it I don't think it will, lol. Here I'm just gonna adapt yours to what I need.
  5. Alright I see. thanks for doing that. Unfortunately when I added my saber replace bit to it it still didn't work. Just replacing the .utc file for the npc to override won't work either, he just fights bare handed. \ Don't know what's going on. Trying something else.
  6. *Sigh* Sorry, it won't decompile. I tried and tried and tried. DP, want to take a shot at it? Could you explain why? Too big? Not the correct game script? From tat_m17aa s.rim k_ptat_sithattk.ncs
  7. Was able to get DeNCS working. (yay) Had the wrong Java version? 

    1. DarthParametric

      DarthParametric

      Might require the x86 version perhaps?

    2. Kaidon Jorn

      Kaidon Jorn

      Uuuh, no. I went and downloaded JRE 6 (x64) and installed it cause I had a version of 8 I think.

  8. Yeah i know, sorry I couldn’t ever get it to work again after going to windows10. That is now priority now though, if someone could help me get it running. thanks a bunch
  9. Ok, third playthrough of K1 and I'm realizing that the hurt Wookie in lower Shadowlands still isn't giving the "rough cut wookie amulet". Wondering if it's some old problem that's been fixed or should I get this decompiled and mess with it myself? k_pkas_hurtgive.ncs This is the script and I don't see one in K1CP folder. Can I get a decompile please?
  10. Uuuum, what value would an invisible placeable in the first game be? 64??

    1. DarthParametric

      DarthParametric

      64 is the script generic object type identifier for placeables, OBJECT_TYPE_PLACEABLE. If you specifically want an invisible placeable you need to set the appearance value in the UTP. Either 0 or 54 appear valid.

    2. Kaidon Jorn

      Kaidon Jorn

      Yup. Thanks for clarifying. 

  11. Yes thank you. I needed to change the saber tags so it looks for the right one. Otherwise it will always return false and you'll end up with doubles.
  12. Hey all Would someone be kind enough to decompile this for me? I'm getting doubles of Bastila's saber and must remedy... k_ptar_hassaber.ncs I am most grateful.
  13. Hey guess what?! I finally get to binge watch all of the Mandalorian for a month. Sweet.

  14. What about not having horribly made up and contrived descriptions for sabers this time? Maybe just the generic Bioware ones so that I dont tread on lore that I know little about?

    1. djh269

      djh269

      You guys have made me spill my morning cereal I was laughing so hard haha! 

      But DP is correct, tailor the mod to what you want, otherwise you'd end up warping what you wanted from the mod in the first place 😉 OP stats and randomly placed Rancors is what make some mods fun 😉

    2. Kaidon Jorn

      Kaidon Jorn

      And lets not forget that the whole reason I'm doing this is just to get Crazy34's new blade models coming out of these hilts...

       

    3. Kaidon Jorn

      Kaidon Jorn

      SLM 2022!!! 🤣

      Omg, just wait. 

    4. Show next comments  27 more
  15. Ah. Alright I see. I am simply going to inject files into the modules this time anyway since their isn't that many, the rest goes in override. Thanks
  16. Ok, awesome. Thanks to both of you for the heads up. I am using K1CP. This mod should be compatible with that I would think. So then I need to include k_pend_cut02 when I compile the k_pend_cut23, correct? Then of course. modify g_bandon001.utc to put the saber in his pack inventory, no?
  17. Hey all. Looking to get this 'ere script decompiled so Bandon can have his own on the Endar Spire. Messing with just the .utc doesn't work. k_pend_cut23.ncs Thanks in advance.
  18. Making good progress on a SotOR replacement. Just calling it KSR.

    Crazy34's new blade models and a full stats and placement rework. Should be good. 

    1. djh269

      djh269

      I'm really looking forward to it!! 

  19. 1. I'm going to say no for that because i replace 301 and 303NAR i think. This time I'm just inserting files. 2. Yes it should.
  20. Ok, SLM has been fixed. Stupid mistake. 😞

    Redownloading and reinstalling would probably work but that would be messy, I think.

    You'll get alot of brown error messages because all the stuff is already there. But it will fix the global.jrl  entries so the quests show up.

  21. Don't download SLM 2021 until I can get a fixed version up (tonite).

    Sorry folks, I goofed. Been a long time and I'm really rusty. 

    if you've already installed it, I am really sorry but the two lightsaber quests won't work properly. Will post when fixed version is up.

  22. Notice how I kept the one screenshot in there so the joke would make sense? And haunt you 'til the end of your days? Muuwaahahahahahahahah!
  23. Aight. 

    What would be the 5 or so absolute most required mods and/or graphics upgrades that someone who hasn't played K1 for something like 7 years?? Is there a "one mod to rule them all" as far as graphics upgrades?? Starting a K1 playthrough to determine what exactly I need to accomplish for a brand new saber mod that WON'T be SotOR.

    All suggestions considered.

    1. Kaidon Jorn

      Kaidon Jorn

      Um, no not that I know of. 

      I had just played the opening Endar Spire part and had to save/load because I couldn't open that door that leads to the escape pods.  Then walking with arrow keys stopped working, but I could still walk forward by holding down both mouse buttons. 

      Vanilla game is sooo buggy.

    2. DarthParametric

      DarthParametric

      Oh, the walking thing is just the refresh rate issue. Cap the framerate to 60fps and that will stop. Never heard of the door problem though.

    3. Kaidon Jorn

      Kaidon Jorn

      Allllright, will do. Thanks again.

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